Abstract

In this paper we solve the rendezvous problem on the line with markers that can be dropped at chosen times when the initial distance D between the players is known. In the case of one marker, the M_1 game, the marker is held by player II at the start of the game and, once dropped and found by player I, indicates in which direction player I must move. In the case of two markers, the M_2 game, each player holds one and the dropping times may differ. There is uncertainty regarding the problem initial configuration, and the goal is to minimize the expected rendezvous time that we call the rendezvous value (of the game) denoted R_1 and R_2 for the M_1 and M_2 games respectively. We present an algorithm that computes exactly the rendezvous value of the M_1 game as a function of the dropping time z, i.e. zmapsto R_1(z). Then we show that the function R_1(z) is locally an affine function and we compute the parameters of the local representations of R_1(z). Finally, the rendezvous value of the game R_1=min_z R_1(z) and the optimal dropping times can be determined with the expression of R_1(z). The same proceeding can be extended to apply to the problem M_2. Symbolic execution of programs is a classical technique of program testing in computer science, see King [1] for the pioneering work. In this work we adapt the symbolic execution technique to solve an optimization problem. To our knowledge this is the first time that this is attempted, in particular to deal with rendezvous problems.

Highlights

  • In the classical formulation of the rendezvous problem that we consider in this article, two players are moving along the infinite line and wish to meet as soon as possible

  • We denote by R1(z) the minimal expected rendezvous time when player II drops off the marker at time z, and R1 = minz R1(z) the rendezvous value of the game

  • The execution of the symbolic program confirms that the strategy pairs stated in Theorem 9 of [3] are optimal

Read more

Summary

Introduction

In the classical formulation of the rendezvous problem that we consider in this article, two players are moving along the infinite line and wish to meet as soon as possible. The goal of the players is to minimize the expected meeting time that is called the rendezvous value and denoted by R This game is defined and solved in [2], we call it M0. The open question is to determine at which time it is optimal for a player to drop off the marker and when to change the direction (Forward/Backward) of motion? An optimal solution of the game is a strategy pair, one strategy for each player, such that the expected rendezvous time is minimal. We denote by R1(z) the minimal expected rendezvous time when player II drops off the marker at time z, and R1 = minz R1(z) the rendezvous value of the game. Our approach is based on the symbolic execution of a program to compute these optimal strategy pairs.

Literature Review
Page 4 of 29
Structure of the Paper
Presentation and Solution of the M0 Problem
Page 6 of 29
Page 8 of 29
Presentation of the M1 Game
Page 10 of 29
F rendezvous with agent 1 and and
Page 12 of 29
Computing the Exact Solution of the MD1Game
Page 14 of 29
Page 16 of 29
Conclusion
Page 18 of 29
Page 20 of 29
Page 22 of 29
Page 24 of 29
Page 26 of 29
Page 28 of 29
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call